mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9193 3b4a5df2-a311-0410-b5c6-a8a6f20db521
537 lines
22 KiB
C++
537 lines
22 KiB
C++
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
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//#pragma setlocale("DUTCH")
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#ifdef PRECOMPILEDHEADERS
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#include "Utils All.h"
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#include "_Ja25Dutchtext.h"
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#else
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#include "Language Defines.h"
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#ifdef DUTCH
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#include "text.h"
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#include "Fileman.h"
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#endif
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#endif
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//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
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void this_is_the_Ja25DutchText_public_symbol(void){;}
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#ifdef DUTCH
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// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SANDRO - New STOMP laptop strings
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//these strings match up with the defines in IMP Skill trait.cpp
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STR16 gzIMPSkillTraitsText[]=
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{
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// made this more elegant
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L"Lock Picking",
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L"Hand to Hand",
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L"Electronics",
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L"Night Operations",
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L"Throwing",
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L"Teaching",
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L"Heavy Weapons",
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L"Auto Weapons",
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L"Stealth",
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L"Ambidextrous",
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L"Knifing",
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L"Sniper",
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L"Camouflaged",
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L"Martial Arts",
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L"None",
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L"I.M.P. Specialties",
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L"(Expert)",
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};
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//added another set of skill texts for new major traits
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STR16 gzIMPSkillTraitsTextNewMajor[]=
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{
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L"Auto Weapons",
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L"Heavy Weapons",
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L"Marksman",
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L"Hunter",
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L"Gunslinger",
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L"Hand to Hand",
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L"Deputy",
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L"Technician",
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L"Paramedic",
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L"Covert Ops", // TODO.Translate
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L"None",
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L"I.M.P. Major Traits",
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// second names
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L"Machinegunner",
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L"Bombardier",
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L"Sniper",
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L"Ranger",
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L"Gunfighter",
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L"Martial Arts",
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L"Squadleader",
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L"Engineer",
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L"Doctor",
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L"Spy", // TODO.Translate
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};
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//added another set of skill texts for new minor traits
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STR16 gzIMPSkillTraitsTextNewMinor[]=
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{
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L"Ambidextrous",
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L"Melee",
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L"Throwing",
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L"Night Ops",
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L"Stealthy",
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L"Athletics",
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L"Bodybuilding",
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L"Demolitions",
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L"Teaching",
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L"Scouting",
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L"Radio Operator",
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L"Survival", //TODO.Translate
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L"None",
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L"I.M.P. Minor Traits",
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};
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//these texts are for help popup windows, describing trait properties
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STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
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{
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L"+%d%s CtH with Assault Rifles\n",
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L"+%d%s CtH with SMGs\n",
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L"+%d%s CtH with LMGs\n",
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L"-%d%s APs to fire LMGs on autofire or burst mode\n",
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L"-%d%s APs to ready LMGs\n",
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L"Auto fire/burst CtH penalty reduced by %d%s\n",
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L"Reduced chance for shooting extra bullets on autofire\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
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{
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L"-%d%s APs to fire grenade launchers\n",
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L"-%d%s APs to fire rocket launchers\n",
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L"+%d%s CtH with grenade launchers\n",
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L"+%d%s CtH with rocket launchers\n",
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L"-%d%s APs to fire mortar\n",
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L"Reduced penalty for mortar CtH by %d%s\n",
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L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
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L"+%d%s damage to other targets with heavy weapons\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSniper[]=
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{
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L"+%d%s CtH with Rifles\n",
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L"+%d%s CtH with Sniper Rifles\n",
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L"-%d%s effective range to target with all weapons\n",
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L"+%d%s aiming bonus per aim click (except for handguns)\n",
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L"+%d%s damage on shot",
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L" plus",
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L" per every aim click",
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L" after first",
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L" after second",
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L" after third",
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L" after fourth",
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L" after fifth",
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L" after sixth",
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L" after seventh",
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L"-%d%s APs to chamber a round with bolt-action rifles \n",
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L"Adds one more aim click for rifle-type guns\n",
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L"Adds %d more aim clicks for rifle-type guns\n",
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L"Makes aiming faster with rifle-type guns by one aim click\n",
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L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
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L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsRanger[]=
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{
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L"+%d%s CtH with Rifles\n",
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L"+%d%s CtH with Shotguns\n",
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L"-%d%s APs needed to pump Shotguns\n",
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L"-%d%s APs to fire Shotguns\n",
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L"Adds %d more aim click for Shotguns\n",
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L"Adds %d more aim clicks for Shotguns\n",
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L"+%d%s effective range with Shotguns\n",
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L"-%d%s APs to reload single Shotgun shells\n",
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L"Adds %d more aim click for Rifles\n",
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L"Adds %d more aim clicks for Rifles\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
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{
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L"-%d%s APs to fire with pistols and revolvers\n",
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L"+%d%s effective range with pistols and revolvers\n",
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L"+%d%s CtH with pistols and revolvers\n",
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L"+%d%s CtH with machine pistols",
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L" (on single shots only)",
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L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
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L"-%d%s APs to ready pistols and revolvers\n",
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L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
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L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
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L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
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L"Can fan the hammer with revolvers\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
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{
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L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n",
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L"+%d%s CtH with hand to hand attacks with bare hands\n",
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L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
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L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n",
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L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n",
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L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n",
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L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
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L"Enemy knocked out due to your HtH attacks probably never stand up\n",
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L"Focused (aimed) punch deals +%d%s more damage\n",
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L"Special spinning kick deals +%d%s more damage\n",
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L"+%d%s chance to dodge hand to hand attacks\n",
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L"+%d%s additional chance to dodge HtH attacks with bare hands",
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L" or brass knuckles",
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L" (+%d%s with brass knuckles)",
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L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
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L"+%d%s chance to dodge attacks by any melee weapon\n",
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L"-%d%s APs to steal weapon from enemy hands\n",
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L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
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L"-%d%s APs to change stance (stand, crouch, lie down)\n",
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L"-%d%s APs to turn around\n",
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L"-%d%s APs to climb on/off roof and jump obstacles\n",
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L"+%d%s chance to kick open doors\n",
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L"Gains special animations for hand to hand combat\n",
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L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
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{
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L"+%d%s APs per round of other mercs in vicinity\n",
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L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
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L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
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L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
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L"+%d morale gain for other mercs in the vicinity\n",
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L"-%d morale loss for other mercs in the vicinity\n",
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L"The vicinity for bonuses is %d tiles",
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L" (%d tiles with extended ears)",
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L"(Max simultaneous bonuses for one soldier is %d)\n",
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L"+%d%s fear resistence of %s\n",
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L"Drawback: %dx morale loss for %s's death for all other mercs\n",
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L"+%d%s chance to trigger collective interrupts\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
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{
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L"+%d%s to repair speed\n",
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L"+%d%s to lockpick (normal/electronic locks)\n",
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L"+%d%s to disarm electronic traps\n",
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L"+%d%s to attach special items and combining things\n",
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L"+%d%s to unjamm a gun in combat\n",
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L"Reduced penalty to repair electronic items by %d%s\n",
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L"Increased chance to detect traps and mines (+%d detect level)\n",
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L"+%d%s robot's CtH controlled by the %s\n",
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L"%s trait grants ability to repair the robot\n",
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L"Reduced penalty to repair speed of the robot by %d%s\n",
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L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
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{
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L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
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L"Surgery instantly returns %d%s of lost health back.",
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L" (This will deplete the medical bag.)",
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L"Able to heal lost stats (from critical hits) by",
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L" surgery or",
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L" doctor assignment.\n",
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L"+%d%s effectiveness on doctor-patient assignment\n",
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L"+%d%s bandaging speed\n",
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L"+%d%s natural regeneration speed for all soldiers in the same sector",
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L" (max %d of these bonuses per sector stack)",
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L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
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{
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L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
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L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
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L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
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L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
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L"+%d%s CtH with covert melee weapons\n",
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L"+%d%s chance of instakill with covert melee weapons\n",
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L"Disguise AP cost lowered by %d%s.\n",
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L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate
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{
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L"Can use communications equipment.\n",
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L"Can call in artillery strikes from allies in neighbouring sectors.\n",
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L"Via Frequency Scan assignment, enemy patrols can be located.\n",
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L"Communications can be jammed sector-wide.\n",
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L"If communications are jammed, an operator can scan for the jamming device.\n",
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L"Can call in militia reinforcements from neighbouring sectors.\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsNone[]=
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{
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L"No bonuses",
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};
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STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
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{
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L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate
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L"+%d%s speed on reloading guns with magazines\n",
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L"+%d%s speed on reloading guns with loose rounds\n",
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L"-%d%s APs to pickup items\n",
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L"-%d%s APs to work backpack\n",
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L"-%d%s APs to handle doors\n",
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L"-%d%s APs to plant/remove bombs and mines\n",
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L"-%d%s APs to attach items\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsMelee[]=
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{
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L"-%d%s APs to attack with blades\n",
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L"+%d%s CtH with blades\n",
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L"+%d%s CtH with blunt melee weapons\n",
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L"+%d%s damage with blades\n",
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L"+%d%s damage with blunt melee weapons\n",
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L"Aimed attack with any melee weapon deals +%d%s damage\n",
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L"+%d%s chance to dodge attack from melee blades\n",
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L"+%d%s additional chance to dodge melee blades if holding a blade\n",
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L"+%d%s chance to dodge attack from blunt melee weapons\n",
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L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
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{
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L"-%d%s basic APs to throw blades\n",
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L"+%d%s max range when throwing blades\n",
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L"+%d%s CtH when throwing blades\n",
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L"+%d%s CtH when throwing blades per aim click\n",
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L"+%d%s damage with throwing blades\n",
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L"+%d%s damage with throwing blades per aim click\n",
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L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
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L"+%d critical hit with throwing blade multiplier\n",
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L"Adds %d more aim click for throwing blades\n",
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L"Adds %d more aim clicks for throwing blades\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
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{
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L"+%d to effective sight range in the dark\n",
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L"+%d to general effective hearing range\n",
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L"+%d additional hearing range in the dark\n",
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L"+%d to interrupts modifier in the dark\n",
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L"-%d need to sleep\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
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{
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L"-%d%s APs to move quietly\n",
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L"+%d%s chance to move quietly\n",
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L"+%d%s stealth (being 'invisible' if unnoticed)\n",
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L"Reduced cover penalty for movement by %d%s\n",
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L"-%d%s chance to be interrupted\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
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{
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L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
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L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
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{
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L"%d%s damage resistance\n",
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L"+%d%s effective strength for carrying weight capacity\n",
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L"Reduced energy lost when hit by HtH attack by %d%s\n",
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L"Increased damage needed to fall down by %d%s if hit on legs\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
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{
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L"-%d%s APs to throw grenades\n",
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L"+%d%s max range when throwing grenades\n",
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L"+%d%s CtH when throwing grenades\n",
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L"+%d%s damage for set bombs and mines\n",
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L"+%d%s to attaching detonators check\n",
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L"+%d%s to planting/removing bombs check\n",
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L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
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L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
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{
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L"+%d%s bonus to militia training speed\n",
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L"+%d%s bonus to effective leadership for determining militia training\n",
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L"+%d%s bonus to teach other mercs\n",
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L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
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L"+%d%s bonus to train stats through self-practice assignment\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsScouting[]=
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{
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L"+%d%% to effective sight range with scopes on weapons\n",
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L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n",
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L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n",
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L"If in sector, adjacent sectors will show exact number of enemies\n",
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L"If in sector, adjacent sectors will show presence of enemies, if any\n",
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L"Prevents enemy ambushes on your squad\n",
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L"Prevents bloodcat ambushes on your squad\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsSnitch[]=
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{
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L"Will occasionally inform you about his teammates' opinions.\n", // TODO.Translate
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L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", // TODO.Translate
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L"Can spread propaganda in towns.\n", // TODO.Translate
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L"Can gather rumours in towns.\n", // TODO.Translate
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L"Can be put undercover in prisons.\n", // TODO.Translate
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L"Increases your reputation by %d every day if in good morale.\n", // TODO.Translate
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L"+%d to effective hearing range\n", // TODO.Translate
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};
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STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate
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{
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L"-%d%s travel time needed between sectors if traveling by foot\n",
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L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n",
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L"-%d%s less energy spent for travelling between sectors\n",
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L"-%d%s weather penalties\n",
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L"-%d%s worn out speed of camouflage by water or time\n",
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L"Can spot tracks up to %d tiles away\n",
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L"%s%d%% disease resistance\n",
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L"%s%d%% food consumption\n",
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L"%s%d%% water consumption\n",
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L"+%d%% snake evasion\n", // TODO.Translate
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L"+%d%% camouflage effectiveness\n",
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};
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STR16 gzIMPMinorTraitsHelpTextsNone[]=
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{
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L"No bonuses",
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};
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STR16 gzIMPOldSkillTraitsHelpTexts[]=
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{
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L"+%d%s bonus to lockpicking\n", // 0
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L"+%d%s hand to hand chance to hit\n",
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L"+%d%s hand to hand damage\n",
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L"+%d%s chance to dodge hand to hand attacks\n",
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L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
|
|
L"+%d to effective sight range in the dark\n",
|
|
L"+%d to general effective hearing range\n",
|
|
L"+%d extra hearing range in the dark\n",
|
|
L"+%d to interrupts modifier in the dark\n",
|
|
L"-%d need to sleep\n",
|
|
L"+%d%s max range when throwing anything\n", // 10
|
|
L"+%d%s chance to hit when throwing anything\n",
|
|
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
|
|
L"+%d%s bonus to militia training and other mercs instructing speed\n",
|
|
L"+%d%s effective leadership for militia training calculations\n",
|
|
L"+%d%s chance to hit with rocket/grenade launchers and mortar\n",
|
|
L"Auto fire/burst chance to hit penalty is divided by %d\n",
|
|
L"Reduced chance for shooting unwanted bullets on autofire\n",
|
|
L"+%d%s chance to move quietly\n",
|
|
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
|
|
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
|
|
L"+%d%s chance to hit with melee blades\n",
|
|
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
|
|
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
|
|
L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n",
|
|
L"-%d%s effective range to target with all weapons\n",
|
|
L"+%d%s aiming bonus per aim click\n",
|
|
L"Provides permanent camouflage\n",
|
|
L"+%d%s hand to hand chance to hit\n",
|
|
L"+%d%s hand to hand damage\n",
|
|
L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30
|
|
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
|
|
L"+%d%s chance to dodge attacks by melee blades\n",
|
|
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
|
|
L"Gains special animations for hand to hand combat\n",
|
|
L"No bonuses",
|
|
};
|
|
|
|
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
|
|
{
|
|
L"A: No advantage.\nD: No disadvantage.",
|
|
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
|
|
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
|
|
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
|
|
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
|
|
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
|
|
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
|
|
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
|
|
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
|
|
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
|
|
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
|
|
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
|
|
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
|
|
L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate
|
|
};
|
|
|
|
STR16 gzIMPDisabilitiesHelpTexts[]=
|
|
{
|
|
L"No effects.",
|
|
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
|
|
L"Will suffer panic attack if left alone in certain situations.",
|
|
L"Overall performance is reduced when underground.",
|
|
L"Will drown easily if attempt to swim.",
|
|
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
|
|
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
|
|
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
|
|
L"Drastically reduced hearing.",
|
|
L"Reduced sight range.",
|
|
L"Drastically increased bleeding.", // TODO.Translate
|
|
L"Performance suffers while on a rooftop.", // TODO.Translate
|
|
L"Occasionally harms self.",
|
|
};
|
|
|
|
|
|
STR16 gzIMPProfileCostText[]=
|
|
{
|
|
L"The profile cost is $%d. Authorize payment?",
|
|
};
|
|
|
|
STR16 zGioNewTraitsImpossibleText[]=
|
|
{
|
|
L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.",
|
|
};
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//@@@: New string as of March 3, 2000.
|
|
STR16 gzIronManModeWarningText[]=
|
|
{
|
|
L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
|
|
L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate
|
|
L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate
|
|
};
|
|
|
|
STR16 gzDisplayCoverText[]=
|
|
{
|
|
L"Cover: %d/100 %s, Brightness: %d/100",
|
|
L"Gun Range: %d/%d tiles, Chance to hit: %d/100",
|
|
L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100",
|
|
L"Disabling cover display",
|
|
L"Showing mercenary view",
|
|
L"Showing danger zones for mercenary",
|
|
L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald)
|
|
L"Urban",
|
|
L"Desert",
|
|
L"Snow",
|
|
L"Wood and Desert",
|
|
L"Wood and Urban",
|
|
L"Wood and Snow",
|
|
L"Desert and Urban",
|
|
L"Desert and Snow",
|
|
L"Urban and Snow",
|
|
L"-", // yes empty for now // TODO.Translate
|
|
L"Cover: %d/100, Brightness: %d/100",
|
|
L"Footstep volume",
|
|
L"Stealth difficulty",
|
|
L"Trap level",
|
|
};
|
|
|
|
|
|
#endif
|